POWERDROME : THE WAY TO PLAY ACCORDING TO MIKE POWELL. (THE AUTHOR!) Typed in by ???. Edited by PARASITE. FLYING YOUR TYPHOON: Powerdrome, more so than most race games, requires a certain amount of practice before you can play it well. When a player first starts, the mouse could well appear very (over?) sensitive. It has to be like this for the harder twisty tracks, where you might want to go from full left bank to full right in 1/10th of a second. The joystick is a little easier for beginners, but for precision and fast fast direction changes, you have to use the mouse. First of all, scale down the elevator on the tune up screen. If you still find yourself smashing into every accesible hard surface, turn the y-lock option on in the pits. After maybe quarter of an hour you should be getting the hang of it, and can increase the sensitivity. FAST CORNERING: To turn the Typhoon, all you do is bank over. However this isn't the fastest possible turn rate. To achieve this, first of all get the craft flipped nearly at right angles, then pull back on the mouse, using your elevators effectively as a rudder. Use the racing line. Just as on ground-based racing the fastest line through a corner is from the outside of the track to the inside and back to the outside as the curve ends. In this way you straighten out the turn as much as possible. In three dimensions it is a little harder to do so, but the principle is still the same. When on an outside stretch of the track, fly as close as possible to the sky force field, not only is it less damaging at that height but the track is also wider at that height. Going into an underground section is one of the most difficult manoeuvers to get right in Powerdrome, but also on of the most satisfying when you can get it right. The fastest way is not to brake at all but flip the racer on its back and pull back. Then roll through 180 degrees with the natural curve of he track and pull back again. SAFE AFTERBURNING: You won't really get a fast lap without using the afterburners. However only use them when pointing straight or you could have a bad day. Over- heating engines is a problem, maily on the test oval with it's four long straights, so keep an eye on the temperature guages; if you blow an engine it cancels out any time you may have made up. FILTER CHANGES: When a storm is brewing up, the desision must be made as to whether to go into the pits and change the filters. Weigh up how many laps are left - do you need a fuel/repair stop anyway? You can take the chance of continue without changing, but the storm may be a lot longer than you thought. FUEL USAGE: Try to judge which type of fuel to use depending on the track you're about to race on. If you're already really good on that particular track, use Premium for maximum speed.If it's one of your weaker tracks, though, use economy as the extra speed will probably make you crash more often. The race length matters too; on a pit stop near the end of the race may be the difference between first and last place. RACE TACTICS: The fastest way to enter the RoboPit is to scream down the pit lane and, timing it just right, cut the engines before you reach your pit. Alternatively, if you're going to fast to slow down in time crash into the nearest available wall. DAMAGE REPAIR: If it's nealy the end of the race, don't bother to get repairs done, just try to limp around. If you have to go in for fuel though, just changing the nosecone costs no extra time. Find out your lead before you go in then you can find out what you can change. TRACK TIPS: Test oval: No real secret to this one - just use as much afterburner you can, short of trashing your engines. BEST LAP - 11.24 seconds. AntarCorp: Very narrow underground section, so try and stay in the middle of the track. Vertical underground chicane can be taken flat out - just! BEST LAP - 53.17 seconds. Clorotek: Entry into the underground section is difficult at first, as it's just after a right curve. Use the flip upside down technique. The section from underground exit to start line should be flown withjudicious use of after- burners. BEST LAP - 38.35 seconds. Otyaka: This darkened underground section is difficult at first, but not as hard as it seems when you know whichway the track goes. After you come out onto the surface again, the section from the exit of the right-hand hairpin to start can be taken flat out, but only if you get your line exactly through the right series of chicanes. BEST LAP - 56.58 seconds. Banzai: This is probably the hardes of the six tracks. Mono standard fuel is usually the best choise here as it difficult to use the extra speed of Nitra. Slow down to half speed for the dip under the track as a crash here can cost a lot of time. BEST TIME - 59.18 seconds. Apocalyt: The very tight hairpin (third corner from the start) should be taken at about 30% speed. Alternatively, if not too damaged already scream straight into the corner and smash into the wall to loose speed. The underground loop takes some practice. Use very gentle correctons on the mouse if you crash here it's difficult to build up speed again. BEST TIME - 38.90 seconds. DATALINK MODE: If you know someone with an ST, get together and play against them in data link mode. For the satisfaction of beating someone you know it's worth the small cost of a cable. If one of you is a lot better than the other, you can introduce handicaps by, say, the fast one using the slowest fuel and no after burners. If there's several of you have a knock out competition.